The Mechanics-Dynamics-Aesthetics (MDA) framework is a tool for game analysis presented by Robin Hunicke, Marc LeBlanc and Robert Zubek.
Game mechanics
In their related paper titled as “MDA: A Formal Approach to Game Design and Game Research”, they present the triptych of Mechanics — Dynamics — Aesthetics as the design counterpart of Rules — System — Fun. To my understanding, this framework could not only be applied in the field of game design and research, but to any field that designs and establishes interactions with an end user, in order to enhance user experience. They also give a proper definition to the game mechanic:
"Mechanics describes the particular components of the game, at the level of data representation and algorithms."
First though, a few examples of game mechanics in popular games might give you a clearer insight, of what they are, and how strongly they form the game itself.
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| Open World // Skyrim by Bethesda Game Studios |
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| Area // Assassin’s Creed series by Ubisoft Montreal |
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| Avatar // World of Warcraft by Blizzard Entertainment |
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| Customizing // Sims by Electronic Arts |
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| Skills // Diablo series by Blizzard Entertainment |
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| Progress // Forza Horizon 2 by Playground Games |
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| Equipment // Dragon’s Dogma by Capcom |
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| Chat Rooms & chat members // League of Legends by Riot Games |
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| Leveling // Diablo series by Blizzard Entertainment |
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| Experience points // Final Fantasy series by Square Enix |
Game mechanics in real life applications
At this point, the question from my side is: don’t we have actually such mechanics in real-life interactive applications and systems? Again, a few examples might give a clearer picture of what I mean:
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| Surgical robots // Role-play, Movement, Resource management, Customizing, Progress, Time-driven results |
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| Car cockpit // Drive modus, Resource management, Customizing |
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| Remote-controlled robots // Avatar, Open world, Area, Movement, Simulation |
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| Education // Role-play, Customizing, Leveling, Experience points, Skills |
Gameful but not playful user experiences
The examples mentioned above could be considered as cases of gameful user experiences, in the sense that they make use of mechanics formed in game design. Though, these user experiences could no-way be considered as playful, especially the one in robot-assisted surgery. Thus, what is gameful, is not by definition fun.
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